be more consistent with coordinates
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@@ -29,7 +29,7 @@ static const int explosion[3][3] = {
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*/
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void
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explode(
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int x, int y, /* explosion's location; adjacent spots are also affected */
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coordxy x, coordxy y, /* explosion's location; adjacent spots are also affected */
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int type, /* same as in zap.c; -(wand typ) for some WAND_CLASS */
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int dam, /* damage amount */
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char olet, /* object class or BURNING_OIL or MON_EXPLODE */
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@@ -639,7 +639,7 @@ struct scatter_chain {
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/* returns number of scattered objects */
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long
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scatter(int sx, int sy, /* location of objects to scatter */
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scatter(coordxy sx, coordxy sy, /* location of objects to scatter */
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int blastforce, /* force behind the scattering */
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unsigned int scflags,
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struct obj *obj) /* only scatter this obj */
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@@ -806,7 +806,7 @@ scatter(int sx, int sy, /* location of objects to scatter */
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}
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}
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for (stmp = schain; stmp; stmp = stmp2) {
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int x, y;
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coordxy x, y;
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boolean obj_left_shop = FALSE;
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stmp2 = stmp->next;
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@@ -867,7 +867,7 @@ scatter(int sx, int sy, /* location of objects to scatter */
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* For now, just perform a "regular" explosion.
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*/
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void
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splatter_burning_oil(int x, int y, boolean diluted_oil)
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splatter_burning_oil(coordxy x, coordxy y, boolean diluted_oil)
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{
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int dmg = d(diluted_oil ? 3 : 4, 4);
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@@ -879,7 +879,7 @@ splatter_burning_oil(int x, int y, boolean diluted_oil)
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/* lit potion of oil is exploding; extinguish it as a light source before
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possibly killing the hero and attempting to save bones */
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void
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explode_oil(struct obj *obj, int x, int y)
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explode_oil(struct obj *obj, coordxy x, coordxy y)
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{
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boolean diluted_oil = obj->odiluted;
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